with <target> set to GL_ARRAY_BUFFER_ARB (the first time), GL_ELEMENT_ARRAY_BUFFER_ARB (the second time), and GL_ARRAY_BUFFER_ARB again (the third time), glBufferDataARB allocating the memory only (the data is copied subsequently mapping the appropriate buffer).

The second time I call glVertexAttribPointerARB (the third time in the sequence, since an element array does not need any vertex attributes, logically), the program crashes. Using the normal glVertexPointer function has not the desired effect (glBindBufferARB doesn't do anything, leving the current active buffer still active)....